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Dabir
Nov 10, 2012

AHungryRobot posted:

Yeah, I'm gonna have to agree with this. I haven't played MM10 so I can't speak for those weapons, but Mega Man 5's weapons appalled me with how bad they were. I remember Napalm Man and Stone man's weapons being especially awful. MM6's weapons weren't anything special but they don't come close to the complete and utter uselessness that is the MM5 arsenal.

As far as MM5 itself goes I don't remember much about the weapon qualities, but Napalm Bomb is one of my favourite weapons in 8-bit Deathmatch. It's just so easy to hit the bots with. I can see how it would be poop in side-scrolling platformers though, and nothing ever can or will fix Stone Man's weapon without deviating too far from the original to be recognisable. In terms of attack pattern it's basically another shield weapon, only its distinguishing feature is that it's horrible and useless.

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Dabir
Nov 10, 2012

Crash Bomb's too slow and clumsy since you can't fire it while there's still a bomb around, Flash Stopper can't be turned off, Leaf Shield flies off at the slightest provocation, Air Shooter's hard to hit with, ditto Bubble Lead and there's a lot that just ignores it, Atomic Fire takes forever to charge and you can't hold the charge between screen transitions, Quick Boomerang is ultra-rapid-fire awesomeness but it's overshadowed so much because Metal Blade is god-tier. Mega Man 2 doesn't actually have very good weapons, but it's got an incredible weapon.

E: Dammit ninja'd by Simon.

Dabir
Nov 10, 2012

Can't you use Spark Shot like Ice Slasher, for freezing big fat fuckers in mid-air then running under them? Or did Capcom go PHYSICS :science: and have them drop to the ground?

Dabir
Nov 10, 2012

X2 literally awards you all the armour pieces once you've got Spin Wheel. Spin Wheel gets you boots and body, boots (or Wire Chain, or being incredible at walljumping) gets you X-buster, helmet sucks is basically free.

Dabir
Nov 10, 2012

My only Gamecube controller is a third-party one. It's got a turbo button that doesn't seem to work, not that I can tell if it's being pressed properly, and the stick centers very, very loosely. Wreaks havoc on Sonic Unleashed, let me tell you - who decided it was a good idea to just assume that if the stick was being pressed, no matter how hard, it's go time? Can they be punched? Other than that it seems satisfactory, but I haven't used a real one so I can't tell if the shoulder triggers are way too squashy or something.

Dabir
Nov 10, 2012

Oooh Mega Man X coop... Add New Super Mario Bros Wii style player collision and you could have players wall jumping off each other up to infinity! If they time it well enough of course. Or maybe only one player could wall jump off another, the wall jumpee would have to just fall, to balance it.

Dabir
Nov 10, 2012

Shinku ABOOKEN posted:

Here is something I didn't realize until I replayed X4 recently.
You can hold down dash to automatically make any jump you do a dash jump (instead of hitting it simultaneously with jump). I don't know how I did the tricky wall jumps before.

That's worked for wall jumps since X2. You're right, though, it didn't apply to ground jumping until X4.

Dabir
Nov 10, 2012

Violen posted:

potential loads of health, exploiting armors' higher defense

Isn't this the Devil that takes off 99% of your highest possible health with any armour equipped if you accidentally brush him or his bright green outline?

Petiso posted:

2) A column of pieces won't start until the previous one has finished launching all its pieces.

I feel like this isn't quite right. Still as you say, you only need to watch the bottom two and they'll never head off in anything particularly awful.

Dabir fucked around with this message at 16:54 on Jan 12, 2013

Dabir
Nov 10, 2012

greatn posted:

All I want is a game with all 86 robot masters and weapons, the nine stardroids, the four rockman hunters, the five Quint droids, and the three Wily Wars bosses, all with their own stages, with [b]slide and mega buster being buyable upgrades with P-chips[b], as well as Rush Jet, Rush Coil, Rush Marine, Power suit, super arrow, balloon, items 1-3, wire adaptor, power ball, beat, super arm, Tango, and every Wily fortress boss.

Is that so much to ask?

I know this was a joke but... either it's impossible to dodge/kill things in a reasonable time or these upgrades totally trivialise the game. Which is it to be?

Dabir
Nov 10, 2012

Yonic Symbolism posted:

How about Retro Studios
Metroid is kind of similar to Mega Man, right?

A new Mega Man X game! And at the end of the game, if you collected 100% of the upgrades, there's a flash of light and Zero appears in a bikini, revealing he was a girl all along!

Dabir
Nov 10, 2012

Wrist Watch posted:

Could you explain how this situation is any different from having cheat codes in video games? Or was that also terrible and encouraging children to cheat just because something was hard?

The second you made this not about game design it became a really dumb argument.

My best guess is the clue is in the name. 'Cheat codes' are outright called cheating, using them is an admission of failure, or an experiment to see what can happen when you're doing it "wrong". Like enabling infinite health on the SNES Mega Man X games and being unable to fill subtanks. "Easymodes" and "Super Guides" are easier to think of as just alternate playing experiences, it's easier to feel like you still "beat the game" even if you took out half the enemies and made them retarded then sprinted through like a jackass.

I think cheat codes have a valid use, and that's as the developer's last emergency "but what if I hosed up". If you don't think the QA will be good enough, or last long enough, or maybe won't happen at all, and you're not sure about this one puzzle but you really kind of want it left in cause it looks alright and it's pretty cool really, knowing that someone you or someone else has created a way to bypass it completely if they have to would be a bit of a weight off your mind. If you hosed up you'll be shouted at either way, but with cheat codes around you know that if everyone agrees that bit is bullshit they're not completely locked out of the next bits. So if everyone agrees it's something's way too hard, it's justified to use cheats to progress, because the developers were using their own cheats to STOP you progressing (See: Battle Network 4's minigames. Don't see: what using those codes does to your save file because as in all things, BN4's also retarded).

But I also agree to an extent that there's often a way a game is "meant" to be played. Some games might be designed for normal mode with hard mode as an 'extra', such as the old PC Engine shmup Final Soldier which was a challenging yet fair game on Normal, then Hard and Expert just stacked up the enemies' health so it was impossible to kill anything before it blew its load and left. Some games might be designed for their hardest mode, with easy as 'alright you baby, if you really want to', possibly with locked-out content. Touhou kind of goes both ways, the fanbase looks down on anyone who plays on easy but the hardest parts of the game are locked off to anyone but the most hardcore (various extra stages unlocked by no-deathing/no-continuing things). If you want to play a game that lets you smash your face into the keyboard for some cathartic relief, there's games designed for that, and if you want a tricky and challenging experience, there's games for that too.

Compare Battle Network 3 to Battle Network 6; there's a massive disparity in player power levels and the quality of the battlechips, and 3 has those loving time trials with enforced awful folders. I love Battle Network 6 because it lets me do ridiculous stuff alla time erry time in all kinds of ways, my best buddy prefers 3 because every time he does a thing it feels like a huge accomplishment. And 3 has like one or two folders you can build that are a thousand years of spam anyway so he's got that covered if he really wants to, just it doesn't have a lot of variety so it gets old fast.

I wouldn't download a ROM of Battle Network 3, shove Game Genie codes down its throat until it erupted magic lamps and storm through it like that, then tell him I'd "beaten" it, he spent ages doing the whole thing legit and it would be a slap in his face. That's what not calling cheats what they are encourage, people being assholes to other people.

And for what it's worth, a lot of how I think and act has been influenced by game-playing techniques, but I won't add to the :effort:post by going into exactly how.

EDIT: Another example of why cheating should be called cheating: Savestates in Youtube LPs. It's not under the Cheats menu so they think it's OK, it ain't OK.

Dabir
Nov 10, 2012

SMB1 didn't have desperately strong theming to the worlds, and not a lot of cohesion between the levels within the worlds, which left the series with a lot more flexibility since it didn't have a memorable formula for people to complain about. The classic Mega Man games spell out the main part of the game right there in front of you: "Here are 8 levels, you will play them all", followed by "each level is themed around its boss, here is the boss and theme for this level", and then of course "here is Wily's castle, each of these dots is a level you will play". There's the surprise levels out of nowhere like the Alien's extra basement after the MM1esque final boss, the Doc Robot/Break Man areas and the Wily stages in 4-6, but even they announce themselves before they happen.

Dabir
Nov 10, 2012

Wrist Watch posted:

Also I have no clue why that other guy started talking about code injection or whatever the gently caress an action replay/gameshark does, because you can't exactly complain when a game goes "oh poo poo not sure what all this weird code is, better just erase the save file in case something happened that can't be fixed".

If that's referring to me, that's not quite what I meant. Battle Network 4 literally sets your base HP to 0 if you cheat (thanks Epee Em), which is the exact opposite of the purpose I advocated using cheats for.

Dabir
Nov 10, 2012

That particular cheat code was used to avoid a game-breaking error that occurred if you play the game on anything but an original GBA (as in not an SP, not a DS, not an emulator, the original model), and the consequences were almost definitely designed-in rather than being a bug. It's too perfect, plus the game later set his money to zero as well.

I was slightly mistaken, I was thinking of the KendoMan minigame, which he bypassed with a "gently caress minigames and also the game" cheat. But that wasn't because it was too hard (it wasn't) but because it was literally impossible, due to yet another anti-cheating/anti-piracy measure. The minigame everyone seems to think is too hard is the "fight 100 samurai" minigame in BN5, which is similar yet not literally broken and he breezed through that one legit. So apologies for that mixup. For what it's worth, if he had agreed with everyone else and used a "gently caress minigames" on the samurai as well, I don't think many people would have minded. And code injection was the only tool he had available to deal with it, which is why I think BN4/5 is a good bad example.

I do stand by the idea that if a game's way too hard, cheating to get through the ridiculously unfair bits is OK. You mentioned the Konami code, and Contra is hard enough that you could argue it might be designed with using the code in mind. Gradius, as well, punishes death incredibly heavily after the early game, one tiny mistake can stamp on the entire remainder of your playthrough. The Konami Code there is a once-per-level chance to go "come on now, did I really deserve THAT much punishment". And if you die again after immediately getting back up to full power, you probably did.

I'd also agree with the codes like getting yourself a tank in GTA is ok if you're just going to dick around in sandbox for a bit and don't use the tank to trivialise story missions. The sandbox is designed to accommodate you doing anything, whereas presumably the story missions have a somewhat tighter design, limitations and intended playing experience. I haven't played GTA though, so correct me if I'm wrong there.

Dabir
Nov 10, 2012

I once speculated on the idea of a Mega Man X/Sonic kind of thing, power-absorbing robots are not new to Sonic. Say you had this robot, and he had four armour slots like X. Into each of these slots he could equip a Sonic, Tails or Knuckles part, or stick with a basic part. Say, Sonic feet would give you fast movement, Tails feet would give you high jumping, Knuckles feet would give you wall climbing, stuff like that. For each character, there's one part that does nothing, except that having all four parts from one character equipped would give you a more powerful ability unique to the character, such as Sonic Boost or Knuckles's Maximum Heat giga attack. Then you'd have platforming levels with multiple routes through, and the one you'd take would be the one best managed by the abilities you'd equipped.

Dabir
Nov 10, 2012

Ooh, the E-Tank drink. You can get those in a couple of specialist places around here and I've considered trying it, is it any good?

Dabir
Nov 10, 2012

Something about that game seems familiar...

Dabir
Nov 10, 2012

To be fair I don't think anyone who knows about the DOS Mega Man games would be playing them for their famous high-quality level design, enemy design and story.

Dabir
Nov 10, 2012

S-Alpha posted:

So there's this vote going on where you can vote for the next D-Arts figure you want to see made. You can find it here: https://www.capcom.co.jp/form/rockman/chara_goods2.html

I voted for Copy X, Model X, and typed in Dynamo in the Other option box at the bottom. :getin:

Chrome's built-in translator has fun with that survey. I voted Metal Man, Bruce .EXE and Light heat Doo.

E: Yeah, I'm not such a fan of Rockman series of meteor.

Dabir
Nov 10, 2012

Super Rad posted:

It's just literally impossible to kill him without getting hit without clearing at least 2 of the blocks away

That's what you think. Ever heard of a little thing called "motherfucking ridiculous luck"?
https://www.youtube.com/watch?v=aLAEB9dra8c
No weapons, no damage, no charge, no slide, no items, Fox only, Final Destination.

Dabir
Nov 10, 2012

KennyMan666 posted:

Alia.

And those Sonic robot masters have the laziest naming esepcially when there already was a Shadow Man before.

Wily didn't make Shadow Man himself, so the old Shadow Man can just go find a new name.

Dabir
Nov 10, 2012

Srice posted:

I think X8 was the only game that did this well, since you could mix and match each piece of armor so it wasn't a huge issue.

The worst is...I forget, was X6 the one where you had to get all the components of an armor before you could use it? It's been ages so I don't remember.

X5 and X6 both. X6 actually kinda pulled it off, because both Shadow and Blade armours are REALLY BADASS. Omnidirectional long-range airdash after effectively unlimited hovering plus a charged shot that occasionally sticks around to drill the gently caress out of whatever it hit, or wall-sticking, superjumping, sticking to ceilings and flinging shurikens, immune to spikes and with an awesome saber slash for a charged shot.

E:

MonsterEnvy posted:

Personal favorite is X4's intro

You seem to have been playing the wrong character.

Dabir
Nov 10, 2012

The reason is that it was the first one to use the formula and that people actually liked, so of course everyone compares everything to it. That doesn't mean they're good at making the comparison.

Dabir
Nov 10, 2012

Play BN2 because it's awesome, play BN3 but don't expect it to be easy, read a plot summary of 4 with a large bowl of salt handy, play BN5 if you really feel like you have to, DEFINITELY play BN6 because it is SO MUCH FUN. BN1 is short but still manages to be a slog, BN4 is an appalling mess.

Dabir
Nov 10, 2012

KennyMan666 posted:

Essentially, yes, X's subweapons are pretty terrible in X4. I can't even remember the last time I played X4 with X because Zero is so much better in every possible way.

To be honest, most of X's weapons are a bit underwhelming. A lot of them are just varying power levels of fire forwards, and the X-buster already works on basically everything. And he has so much mobility that varying attack patterns just aren't as valuable as they are in the classic series.

Dabir
Nov 10, 2012

Giving it a look now. Started with Saw Man's level, it starts off with a narrow drop onto the leftmost end of a leftward-moving conveyor that drops you onto an insta-kill trap that at first glance looks like part of the background.


In both of these images, the giant circular saw things are insta-kill. It's easy to assume they're just background elements at first cause holy poo poo nobody's that cruel outside Super Meat Boy... right? I doubt I'll get past that second screen. Never mind that if you're playing as Bass, lightly tapping forward to move towards the edge slowly makes you dash over it which drat near killed me.

EDIT: Made it somehow, the third screen has a right-moving conveyor that shoves you into a wall. Then when you drop into the fourth screen you enter directly above a bottomless pit, the only floor in the room is a left-moving conveyor with a hyperactive Metal Man impersonator... yeah I have a bad feeling about this game.

EDIT2: Blast Man's level has similarly schizophrenic difficulty and at least one similar "think fast" moment, only Blast Man's has the added precision element because your safe landing spot is one block wide. I managed to miss one collectible just by picking the wrong one of two possible, seemingly identical paths. One path split has a weird situation where the lower path has trickily-placed throwbacks to the hippos from MM4 and a jump that may be literally impossible thanks to a ceiling that's just too low, whereas the upper half has those same enemies placed in a location that makes them totally ineffectual and a W-tank at the end. There's one section where thanks to Mega Man's charged shot being replaced with the Mega Fist and those hippo throwbacks, it may be impossible to proceed without taking damage. Guys I'm really starting to worry about this game's quality.

EDIT3: Don't think much of the music either. Enemy spoilers from Blast Man's level follow: Those really short cannons everywhere? Your first instinct might be to shoot them. Before you do, you should know that they shoot the moment you shoot while in line with them. Also? They're Mets and they always block the first shot if it's uncharged. You have to shoot them twice rapidly so you hit them while they're exposed, or hit them with a Mega Fist. However, they don't shoot unless you do. So if you've only been using charged shots, you might work it out and think it's safe to just go ahead and jump over them, right? Wrong. The moment you end up on the right of them, they pop up and GO loving BERSERK with shooting you. Bullshit at its finest.

EDIT4: Cryo Man has enemies that fire spreads of ice needles at a speed precisely calculated to be a little too fast. At one point early on, you must choose between going OVER one of these things and taking on a Shield Attacker that flies off-screen and vanishes, or going down to destroy the thing. With ice physics and a bottomless pit. And it's placed just so that if it hits you and you're facing right, you slide far enough that it goes offscreen and resets or respawns. If you're facing left, you're sliding into the bottomless pit. Also, I swear it's fired AFTER it died more than once, or in the exact frame where it died. Then it got to narrow platforms with ice physics and Mets and I just gave up on that stage.

Dabir fucked around with this message at 20:00 on Jul 8, 2013

Dabir
Nov 10, 2012

Meanwhile, in Haste Man's level...

I really thought we'd got past this poo poo. Note that Haste Man's level has, up to this point, featured no spikes and I don't think any stupid jumps like this, and from the length of it I'd say I was close to the end. It has, however, featured enemies that turn up out of nowhere, freeze your movement and lazily fly into you, enemies that run very quickly at you and vomit bullets while hopping at just the wrong times, gabyools, Quick Man lasers that RAIN FROM THE SKY AND HOME IN ON YOUR LOCATION... it still seems to be the easiest of the 8. Sand Man's level needs to be seen to be believed, one enemy you encounter midway through is like the met-cannons, only undodgable and with more than one hit point and they go berserk the moment you get anywhere near them so no jumping over and they can fire in any direction and argh

EDIT: Haste Man himself is the culmination of his level, in a bad way. He rushes at you with almost undodgable speed not once but three times, then either calls down a rain of three Quick Man lasers (which you can screw yourself over with if you dodge them wrong) or slowly moves towards you vomiting bullets in a bunch of random arcs. Lather, rinse, repeat. At least he doesn't freeze your loving movement.

Dabir fucked around with this message at 00:16 on Jul 9, 2013

Dabir
Nov 10, 2012

It has its moments. What earned it a lot of goodwill from me is the various extra sub-weapons you can obtain from the levels. Even if you can't beat the boss, you can get something from the level which can really help you out against the complete loving bullshit enemies. So far I've found "Shotgun" (about 3 pellets of damage, hitscan, causes an explosion, breaks through breakable walls but not enemy armour for some reason), "R. Missile" (something like 2 or 3 damage, moves fairly slowly, steer with up and down, turns ridiculously quickly so good luck controlling it) and "N. Pulse" which I'll assume stands for Noise Pulse given that it's in Blast Man's level (moves slowly enough to hit enemies multiple times, fairly large shot, nothing much special about it). They all do about 1 or 2 damage to bosses, though. When you beat a boss, its portrait is replaced by all the upgrades you've found in its level; from the positions of Shotgun and the letter A on Haste Man's portrait, I'm guessing there's four things per level. I'll take another look now to try and find an alternate path, now I've picked up Rush Jet from Sand Man's level.

Of course all that goodwill immediately evaporated when I fought Blast Man. He has two attacks. The first, he sends out a little swirly thing that turns into a huge-rear end explosion. He follows this up by walking at you while the area-denying cataclysmic explosion's going on. The edges of his arena are small holes, the one on the left just shallow enough to jump out of, and god help you if you're in one when he starts walking. His other attack, he'll stop walking for a moment and clap his hands, then a bunch of explosions happen in a random pattern. Of course you don't have to predict the explosions, that would be silly. You take damage no matter where you are. You have to be ready to shoot him the moment he stops, in order to interrupt the attack. Not that you can tell, cause neither the buster or Haste Man's weapon, which seems to be his weakness, cause him to flinch. He just immediately goes back to throwing the swirly thing.

Haste Man's weapon itself, "W. Sprint" (what W stands for, your guess is as good as mine) is basically Charge Kick, only made worse in every way. You don't have to slide to activate it, which isn't actually a point in its favour as it means that its maximum run length is an unknown quantity if it's the first time you're using it. If you let go of the button early, you stop then and there. You can't use it to go under one-block-high gaps, and I'm pretty sure it can still take damage from non-contact attacks.

Speaking of those one-block-high gaps, they're everywhere. A hell of a lot of difficult encounters, like two cactuses right next to each other in Sand Man's level, can be skipped by sliding under them. The kicker? You can play as Bass. Who can't slide. He sails through Pyre Man's level, though.

Just for fun, the game was apparently made in backwards land. Menu selects things, Jump cancels them. Jump would have been A on an NES controller, remember. This is more annoying than you might think.

EDIT: Haste Man's secret path requires both Rush Jet and W-tank farming because there's more Rush Jet usage than you will ever be able to carry or recover from pickups. God loving dammit.

Dabir fucked around with this message at 01:29 on Jul 9, 2013

Dabir
Nov 10, 2012

Gortarius posted:

I'm down to one robot master in mega man revolution, but gently caress this game. I was already halfway through the stage and then mega man floats off the screen. There is no reset stage or exit stage option so guess I have to shut down the game.

So not only does it takes its difficulty inspiration from battletoads, its also buggy as hell. Previously haste man just fell through the floor and then i was stuck fighting a boss who is not on the screen anymore.

Ooh was it Ghost Man's level? I took the dead end where you have to climb up and fall off ladders and one of them DEVOURED ME INTO THE CEILING. My only way out other than resetting the game was repeatedly running left to respawn the Boo, which would then get one chance to hit me before flying totally offscreen and despawning.

Dabir
Nov 10, 2012

Something occurs to me about Mega Man Revolution. A lot of stages seems to demand you have various weapons to cope with them at all - Ice Beam for Sand Man's stage, Wild Sprint for Saw Man and also for Sand Man to name but a few. In contrast, Ghost Man's level is really simple (random boss room location bullshit aside), all the enemies are easily dealt with by applying Mega Arm (I guess Bass is just hosed when it comes to the Boos) and Ghost Man himself seems to be really weak to your basic buster - easily twice as much if not even more damage than every other boss I've tried it on takes from it. His stage is also where you get Rush Coil, which Mega Man normally has from the start of the game.

Ghost Man's simplicity, plus the unorthodox stage select, makes me think that maybe they were going for a Mega Man and Bass-style stage select earlier on in development, where new stages opened up as you beat bosses. Ghost Man, in this case, being the Cold Man equivalent. Having all the bosses selectable from the start just seems odd when Sand Man has traps and enemies that neither the Mega Arm nor Bass Buster is capable of dealing with without putting yourself in harm's way, as well as a ridiculously powerful upgrade in the form of Mega Man 3's Rush Jet. Having Sand Man pop up later, when you're guaranteed to have Wild Sprint for the topside areas, Ice Beam for the cacti and maybe Shotgun for the jumping bullet-vomit enemies and the snake miniboss, would make much more sense.

Dabir
Nov 10, 2012

For that matter where the hell is Gemini Man hiding out? Crystals, penguins and giant frogspawn? It makes no sense!

Dabir
Nov 10, 2012

I can't even get the thing to run properly, I get horrible slowdown. Totally agree about everything people are saying about Glue Man's level though. Nice ideas but that poo poo is so unfun.

Dabir
Nov 10, 2012

Thanks for the tip, but it didn't work. Had a go at Trinitro Man's stage anyway. Why do all fangame makers seem to be in love with the "climb to the top of a ladder, let go and grab the bottom of another ladder" puzzle? It was the worst part of Spike Man's level in Mega Man Dongs, it got me devoured into the ceiling in Ghost Man's level in Mega Man Revolution and now it's teaming up with the slowdown and keyboard ghosting issues to make Trinitro Man's level impossible.

Dabir
Nov 10, 2012

Yonic Symbolism posted:

Another big plot hole in the X series is how anyone can trust a mech named adjective animal after they keep going maverick, we never have a good guy that's an animalbot with elemental powers. After just the first three games would you still be able to work at the factory with Sludge Hippo or Electric Toad without feeling at least a bit uneasy?

Also robots have DNA, hence robots can bleed.

To be fair, only 64 of them go Maverick across the entire X series. In fact, 57, since 7 of X4's were in Repliforce. There's probably a hell of a lot more who didn't. Hey, maybe that's like the X series version of Islamophobia? Sigma's rebellion and such being the 9/11 equivalent, now everyone looks at you funny just cause you're shaped like an animal... I'll be right back, I have some fanfic to work on.

Dabir
Nov 10, 2012

Schwarzwald posted:

The boy and the girl play exactly the same in ZX. In ZXA, some transformations have an extra attack, but even then are largely identical.

vvv My mistake!

Old I know, but there *is* a slight difference between the characters. The girl takes more knockback from damage than the boy, but crawls faster in human form. There's an equippable chip that removes all knockback, meaning that she's basically the superior character. Very, very slightly.

Dabir
Nov 10, 2012

Mordaedil posted:

When Mega Man 2 opens, there's a long tirade that goes on about what happened in the last game and how sad Mega Man is that he has to pick up his plasma cannon to fight robots again. And he looks out over a big-rear end city. But you all forget about that because the title theme is so kick-rear end.

Mega Man 2 posted:

In the year 200X, a super robot named Megaman was created. Dr. Light created Megaman to stop the evil desires of Dr. Wily. However, after his defeat, Dr. Wily created eight of his own robots to counter Megaman.
Sure is a tirade there.

EDIT:

Discendo Vox posted:

We're kinda running in loops here. What do folks think was the worst endgame area/fortress in a mega man game, and why?

It's been a while since I played the actual games. If we're including fangames, Dr Remir's fortress in Revolution is pretty offensive in how awful it is. Going on what I remember of Simply Simon's LPs none of them are all that great, but I really don't like Mega Man 2's. Too much bullshit and unnecessarily difficult forced item use.

Dabir fucked around with this message at 08:21 on Jul 23, 2013

Dabir
Nov 10, 2012

If that's your only reason it's actually the easiest, since Ice Slasher has a poo poo-ton of weapon energy and isn't technically nececessary and I'm pretty sure the Magnet Beam section is right after a weapon pickup. Pickups respawn when you change screens in MM1.

Dabir
Nov 10, 2012

Version 7.0.1 of Mega Man Revolution just got released.

quote:

- Set the robot masters' velocities to 0 when they appear. (so if you die and respawn, they won't fly out of the room when you go back in)
- Removed the Blade Runner in the giant saws section of Saw Man's stage.
- Gave the item already purchased X icon an outline so it's easier to see.
- Corrected the description of the Buster Boost for Mega Man. (previously it claimed to make the charged fist chase enemies, rather than collecting items as is correct)
- Removed the last spike pits in Haste Man's stage for Mega Man's path.
- The Mega Arm no longer causes dropped items to disappear when they hit the side of the screen.
- Removed EXE compression.
- Added a checkpoint to one of the later stages.
- The disappearing platforms reappear in Sand Man's stage after so long.

- Changed the gamepad functionality back to the old device. There should no longer be that "xinput1_3.dll" error preventing some people from even playing the game.
- When you die while Sand Man does his sandstorm attack, you no longer keep getting blown after you respawn.
- Turned vsync on.
- Made the Game Genie mode of MMR available for people who have completed the game.

So a few bugfixes, an extra feature and some much-needed easiness increase! It's only minor so far, but I've been making a fair few suggestions in the forums, and you probably should too if there's anything you can think of that I've missed. As is common for the internet, it would probably just end up as a hugbox there otherwise.

Dabir
Nov 10, 2012

Violen posted:

My name is Violen, and I have a Mega Problem.

Whilst very impressive, I don't think that's the final boss he meant.

Zero

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Dabir
Nov 10, 2012

All of those tracks sound basically the same though. And I don't much care for it.

E: The MMII tracks, I mean.

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